Sessions at FFK11 on Thursday 7th April

We have all seen the powerful Molehill demos and experiments on the web. But what is exactly Molehill best for? How can I setup a project appropriately and can I use Molehill for my 2D projects as well? In this session you will increase the Molehill knowledge by analyzing its capabilities in details. We will focus on specific examples by going into the details of Molehill functionalities. The focus of his presentation will be a hands-on practical use of Molehill, the participants will be able to quick and easily apply Molehill in their projects.

Welcome to 1997! Just when you thought platform and browser compatibility issues were behind you, along comes HTML5. Despite the Kool-Aid flying off the shelves, HTML5 is not a universal solution. In fact, when it comes to video, the only consistent thing about it is the <video> tag.

Different browsers support different video codecs, meaning that one video won't currently play in all major browsers. That is, unless you use Flash. Problem solved? No! Even if you can rely on a plugin architecture for your video playback needs, iOS devices (for example) don't currently support Flash. That means that iPhone and iPad users can't view Flash content and you're back to picking sides.

Unfortunately, it's up to you to deal with this compatability mine field. This session will try to discuss different ways to optimize video delivery for multiple platforms and playback technologies. We'll discuss popular video codecs like Theora, H.264, and WebM, and speculate about the evolving HTML5 specification. We'll also show you how to code a flexible playback solution that will use HTML5 and Flash to present video to the widest possible audience.

We don't know exactly what will happen in the future of web delivery, but we can use the knowledge we have today to make things easier for ourselves and our audiences.

The range of casual games has vastly increased over recent years and although one might expect the consumer demand to be close to saturation by now, statistics tell a different story: Never before have casual games been played this much. And there is, yet, more to come: mobile devices flooding the markets allow Flash developers to address even more potential gamers. Flourishing social networks provide large APIs creating powerful distribution opportunities and establish popularity records beyond the expected.

The potential seems larger than ever, but competition has grown strong as much as the pressure to stand out from the crowd.

In his talk, Michel will show how game ideas emerge from simple contexts, how to reach gamers and whether one can make a living creating games. He'll also discuss what to consider when porting to mobiles and why the first prototype is the most crucial part.

Flash has long been the best tool for creating casual games for web. It is also an increasingly great option for building mobile games as well. This session will deliver an overview of the current and future state of Flash gaming. Come and learn about the frameworks, tools, and techniques that are being used today by top game developers. I will also discuss the relevance of alternate technologies like HTML5 and Unity. Lastly you will hear about the tools and technologies that Adobe is working on to make building games easier.

Functional requirements for Software are getting more complex and more important year for year. Also software ergonomics and user experience have become much more important. Flash and Flex are RIA technologies, that you can use to implement technical ambitious solutions, but that also allow the creation and implementation of highly sophisticated user experiences. Florian shows how to combine Flash and Flex with modern methods like Scrum and tools like Maven to integrate Flash and Flex development into "classical" software development

What does good software mean? This talk introduces code metrics as a method to measure the quality of software automatically no matter what language. We will look at examples of tools for Flex, i.e. FlexPMD and Adobe’s Code Coverage tools as well as their integration into continuous integration servers like Sonar.

Of course, it is possible for developers to trick such an automated process and we will take a look how.

Creating imagery through code, there's just something about it. Yet not everyone is blessed with insane design skills. Not everyone can wield a virtual paint brush to create another masterpiece. There are those, the artistically challenged visual coder, who must look elsewhere for inspiration. Luckily, there's plenty of cues to take from the very world around us. Armed with a healthy dose of Pixel Bender, Away3D, and whatever technology we can get our hands on, we'll try and get some of the real world into the virtual realm. Whether it's for game graphics, visual effects or simply to spice up a site; those artsy people haven't seen the last of us! And with GPU support around the corner, we're only getting started...

Microsoft’s Kinect enables natural human device interaction using your body as a controller. Eager to play around with it, hackers were quickly able to connect the sensor to a computer and extract the data coming from the Kinect Sensor. What followed was a flood of impressive experiments that utilized the Kinect in a completely different way.

In this Session Dennis will talk about how the Kinect works, what frameworks are available and how you can use the Kinect Sensor’s data. Basic ActionScript examples will be given but he will also venture beyond Flash to show other powerful libraries and their capabilities.

The newest generation of ActionScript 3 micro-architecture frameworks sets out to enable the implementation of effective, clean projects of all forms and sizes with minimal effort. The most important innovation towards that goal is the usage of Inversion-of-Control mechanisms (also known as Dependency Injection or DI). Using DI, these frameworks make resolving dependencies between the different actors within an application in a clean way easy.

During the session, Till will explain the basic concepts and mechanisms of modern micro-architectures as exemplified by the Robotlegs framework. He will describe the how as well as the why of these concepts and how their use helps with the effective development of clean, easy to change and expand code.

Over the years Brendan Dawes has created fillings for various size rectangles. In this session Brendan takes you through some of those objects; from explorations in interface design all the way through to 3D printed modular desk tidy systems.